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Over 100 recipes for iOS 2D game development using Cocos2d for iPhone.

Discover advanced Cocos2d, OpenGL ES, and iOS techniques spanning all areas of the game development process

Learn how to create top-down isometric games, side-scrolling platformers, and games with realistic lighting

Full of fun and engaging recipes with modular libraries that can be plugged into your project

In DetailCocos2d for iPhone is a robust but simple-to-use 2D game framework for iPhone. It is easy to use, fast, flexible, free, and App Store approved. More than 2500 App Store games already use it, including many best-seller games. Do you want to take your cocos2d game development skills to the next level and become more professional in cocos2d game design?

Cocos2d for iPhone 1 Game Development Cookbook will help you reach that next level. You will find over 100 recipes here that explain everything from the drawing of a single sprite to AI pathfinding and advanced networking. Full working examples are emphasized.

Starting with the first chapter, Graphics, you will be taken through every major topic of game development. You will find both simple and complex recipes in the book.

Each recipe is either a solution to a common problem (playing video files, accelerometer steering) or a cool advanced technique (3D rendering, textured polygons).

This cookbook will have you creating professional quality iOS games quickly with its breadth of working example code.

Create multiplayer networked games and games with intelligent AI actors

Learn tips, tricks, and best practices used by professional game developers

ApproachThis book is full of fun and engaging recipes with modular libraries that can be plugged into your project. Each recipe consists of explained code accompanied by screenshots for your understanding.

Who this book is written forIf you want to elevate your basic Cocos2d project to the next level, this is the book for you. Some understanding of Objective-C and Cocos2d is recommended. People with some programming experience may also find this book useful.

Editorial Reviews

Review

"One word: Essential. There are so many questions answered in this book that I have had floating around in my head, the time savings already dramatically outweighs the small cost of the book. I'd also say it is very appropriate for all proficiency levels Beginner to Advanced."

-Kyle Newsome, BitWit Games, creator of Pixel Fighters

"In a few pages, you'd already given me about a dozen approaches I want to start playing with. I really enjoy your clear, minimalist style. You don't need ten pages to explain an idea when a paragraph will do. Perfect! This is definitely on my list of 'must have' cocos2D books."

-Paul Nygard, Troll Cave Games, creator of Letter Mole

"Definitely a must for every cocos2d developer."

-Anton Gregorn, RenderPlace (renderplace.com), creator of Draw and Show

"It's a fascinating tour through the hidden nooks of cocos2d, OpenGL and the iOS SDK."

-Tim Knauf, Launching Pad Games, creator of Zoo Lasso

"This is a great book and saves loads of digging around in the forum for things I suspect/know are there but not tagged."

-Chris Wilson, creator of Super Turbo Action Pig (abitofcode.com)

From the Author

Over one year in the making; This book includes the full code of over 100 recipes built using XCode 4 and iOS 5.

This is designed to be the ultimate 2D game development book. Every major area of game development is covered.

More About the Author

Nathan Burba is a game developer, student, producer, and entrepreneur. He graduated from Ithaca College with a BA in Computer Science in 2008 and began working toward an MFA in Interactive Media at the University of Southern California School of Cinematic Arts in 2011. He founded Logical Extreme Studios LLC in 2012.

We absolutely guarantee that just about anyone will find the book worth way more than its price in time saved. To see for yourself, head over to the book's website -- [...] -- and check out the Explore The Book section for videos and explanations of the recipes in each ... and download the demo apps. Yep, the demo apps, there's free demo apps up on the store for you to check out the recipes in action: check them out at [...] and see for yourself how to *really* support a book!

Also check out the book's thread on the cocos2d-iphone forums for some subtle understated commentary like * "This book looks like it is going to be a requirement in every developer's library!" * "Ok, I have read a handful of recipes and I am completely sold. This is an awesome book." * "...every developer needs to have this book." * "this book is an absolute must for anyone developing cocos2d apps." * "Great book, instant buy!"

Gee, gushing much? But it actually does deserve all that and more. Let us take the very first recipe, "Drawing sprites". Oh for crying out loud, you think, how does that merit a recipe? Is this thing going to be full of fluff I already know? Well, no actually, that simple sounding recipe goes over drawing from files, images, textures, and frames; explains mipmapping and batch nodes; and tops it off with colorizing rectangles. Well, that is pretty good for a first recipe, isn't it now.

The first graphics chapter goes on to cover not only common drawing and animating but movie playing, particle effects, simple 3D effects, texture animation, palette swapping, screenshots, parallax, and lighting. Pretty much a worthwhile purchase already, and we're barely started!Read more ›

This book is filled with code examples on how to do various things with Cocos2d. There are lots of different things covered and the author has a project available to see everything in action. The time you save makes it well worth the cost.

I admit the explanations are a little on the short side, but this is a cookbook after all, so I can't fault it for that. On the other hand, you should be prepared for that if you intend to purchase it.

If you are new to Cocos2d, you're better off with "Learning Cocos2d" by Wenderlich as it`s meant for beginners to Cocos2d.

With this "book" purchase, you are basically paying for example code that you more or less need to sift through in order to figure out what is going on. The book itself offers very little instruction or learning beyond that of "here's something neat you can do in cocos and here's the code (you already have because it came with the book), but printed out (which itself is not very readable in the e-version)" I found the "why" or "how" it works to be fairly lacking. That, combined with the fact that the code is difficult to read in the e-version makes the book itself also of limited utility. Ultimately, you are paying for the code that accompanies the book. As for understanding the concepts, it's back to scrubbing various online forums yet again.

I have yet another Cocos2d book to review! Probably one of the (if not the most) popular 2d game engines for iOS development. Cocos2d is a free engine anyone can use to make 2d games. This book was not designed for those new to development, or those new to development on the iPhone. It assumes a bit of experience with Objective-C and Cocoa, and some minor familiarity with the Xcode IDE. It is a cookbook style (as the title states) introduction to using Cocos2d in your future iOS games. You can download the source code found in the book on the publisher's website.

The Good-----------

CoverageThis book covers everything you need to know to use Cocos2d in your games. It starts off right away with drawing sprites to the screen, perhaps the most important of recipes in the book. It also covers how to take user input in a variety of fashions, from on-screen d-pads and "analog" sticks, to accelerometer controls.

Good RecipesThe recipes in this book are well written and structured, easy to understand. The recipes follow a simple format of explaining what they are going to do, usually with some screenshot to illustrate their point. This is followed by the source code to implement it. The code is commented and step-by-step descriptions follow the code describing what new methods and classes do. Methods and their parameters are clearly explained, as well as value ranges and typical choices.

Extra ContentThese recipes also extend past just Cocos2d features. The chapters "Physics" and "AI and Logic" cover topics that are useful to any game developer.Read more ›